X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=5205699d0aa7ba96a3178ac26dc6b7903c69b60a;hb=935ed9a1e12d78a0c4ef4a9e9f9bf858fd2c2b56;hp=c38572befa771c29a3d575d8ddcf940aaf6dadf6;hpb=4df4eb483aa0a0abd74164d7f49c173743f6c84b;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index c38572b..5205699 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -124,6 +124,7 @@ function g_Game_GetMegaWADInfo(WAD: String): TMegaWADInfo; procedure g_Game_ChatSound(Text: String; Taunt: Boolean = True); procedure g_Game_Announce_GoodShot(SpawnerUID: Word); procedure g_Game_Announce_KillCombo(Param: Integer); +procedure g_Game_Announce_BodyKill(SpawnerUID: Word); procedure g_Game_StartVote(Command, Initiator: string); procedure g_Game_CheckVote; procedure g_TakeScreenShot(); @@ -201,6 +202,7 @@ const DE_GLOBEVENT = 0; DE_BFGHIT = 1; DE_KILLCOMBO = 2; + DE_BODYKILL = 3; ANNOUNCE_NONE = 0; ANNOUNCE_ME = 1; @@ -234,6 +236,12 @@ var gAnnouncer: Byte = ANNOUNCE_NONE; goodsnd: array[0..3] of TPlayableSound; killsnd: array[0..3] of TPlayableSound; + hahasnd: array[0..2] of TPlayableSound; + sound_get_flag: array[0..1] of TPlayableSound; + sound_lost_flag: array[0..1] of TPlayableSound; + sound_ret_flag: array[0..1] of TPlayableSound; + sound_cap_flag: array[0..1] of TPlayableSound; + gBodyKillEvent: Integer = -1; gDefInterTime: ShortInt = -1; gInterEndTime: LongWord = 0; gInterTime: LongWord = 0; @@ -1573,6 +1581,95 @@ begin if gwin_has_stencil and g_playerLight then g_AddDynLight(plr.GameX+32, plr.GameY+40, 128, 1, 1, 0, 0.6); end; +procedure ProcessPlayerControls2 (plr: TPlayer; p: Integer; var MoveButton: Byte); + var + time: Word; + strafeDir: Byte; +begin + if (plr = nil) then exit; + if (p = 2) then time := 1000 else time := 1; + strafeDir := MoveButton shr 4; + MoveButton := MoveButton and $0F; + + if gPlayerAction[p, ACTION_MOVELEFT] and (not gPlayerAction[p, ACTION_MOVERIGHT]) then + MoveButton := 1 // Íàæàòà òîëüêî "Âëåâî" + else if (not gPlayerAction[p, ACTION_MOVELEFT]) and gPlayerAction[p, ACTION_MOVERIGHT] then + MoveButton := 2 // Íàæàòà òîëüêî "Âïðàâî" + else if (not gPlayerAction[p, ACTION_MOVELEFT]) and (not gPlayerAction[p, ACTION_MOVERIGHT]) then + MoveButton := 0; // Íå íàæàòû íè "Âëåâî", íè "Âïðàâî" + + // Ñåé÷àñ èëè ðàíüøå áûëè íàæàòû "Âëåâî"/"Âïðàâî" => ïåðåäàåì èãðîêó: + if MoveButton = 1 then + plr.PressKey(KEY_LEFT, time) + else if MoveButton = 2 then + plr.PressKey(KEY_RIGHT, time); + + // if we have "strafe" key, turn off old strafe mechanics + if gPlayerAction[p, ACTION_STRAFE] then + begin + // new strafe mechanics + if (strafeDir = 0) then + strafeDir := MoveButton; // start strafing + // now set direction according to strafe (reversed) + if (strafeDir = 2) then + plr.SetDirection(TDirection.D_LEFT) + else if (strafeDir = 1) then + plr.SetDirection(TDirection.D_RIGHT) + end + else + begin + strafeDir := 0; // not strafing anymore + // Ðàíüøå áûëà íàæàòà "Âïðàâî", à ñåé÷àñ "Âëåâî" => áåæèì âïðàâî, ñìîòðèì âëåâî: + if (MoveButton = 2) and gPlayerAction[p, ACTION_MOVELEFT] then + plr.SetDirection(TDirection.D_LEFT) + // Ðàíüøå áûëà íàæàòà "Âëåâî", à ñåé÷àñ "Âïðàâî" => áåæèì âëåâî, ñìîòðèì âïðàâî: + else if (MoveButton = 1) and gPlayerAction[p, ACTION_MOVERIGHT] then + plr.SetDirection(TDirection.D_RIGHT) + // ×òî-òî áûëî íàæàòî è íå èçìåíèëîñü => êóäà áåæèì, òóäà è ñìîòðèì: + else if MoveButton <> 0 then + plr.SetDirection(TDirection(MoveButton-1)) + end; + + // fix movebutton state + MoveButton := MoveButton or (strafeDir shl 4); + + // Îñòàëüíûå êëàâèøè: + if gPlayerAction[p, ACTION_MOVEUP] then plr.PressKey(KEY_JUMP, time); + if gPlayerAction[p, ACTION_LOOKUP] then plr.PressKey(KEY_UP, time); + if gPlayerAction[p, ACTION_LOOKDOWN] then plr.PressKey(KEY_DOWN, time); + if gPlayerAction[p, ACTION_ATTACK] then plr.PressKey(KEY_FIRE); + if gPlayerAction[p, ACTION_WEAPNEXT] then plr.PressKey(KEY_NEXTWEAPON); + if gPlayerAction[p, ACTION_WEAPPREV] then plr.PressKey(KEY_PREVWEAPON); + if gPlayerAction[p, ACTION_ACTIVATE] then plr.PressKey(KEY_OPEN); + + if gPlayerAction[p, ACTION_WEAP1] then plr.QueueWeaponSwitch(WEAPON_KASTET); + if gPlayerAction[p, ACTION_WEAP2] then plr.QueueWeaponSwitch(WEAPON_SAW); + if gPlayerAction[p, ACTION_WEAP3] then plr.QueueWeaponSwitch(WEAPON_PISTOL); + if gPlayerAction[p, ACTION_WEAP4] then plr.QueueWeaponSwitch(WEAPON_SHOTGUN1); + if gPlayerAction[p, ACTION_WEAP5] then plr.QueueWeaponSwitch(WEAPON_SHOTGUN2); + if gPlayerAction[p, ACTION_WEAP6] then plr.QueueWeaponSwitch(WEAPON_CHAINGUN); + if gPlayerAction[p, ACTION_WEAP7] then plr.QueueWeaponSwitch(WEAPON_ROCKETLAUNCHER); + if gPlayerAction[p, ACTION_WEAP8] then plr.QueueWeaponSwitch(WEAPON_PLASMA); + if gPlayerAction[p, ACTION_WEAP9] then plr.QueueWeaponSwitch(WEAPON_BFG); + if gPlayerAction[p, ACTION_WEAP10] then plr.QueueWeaponSwitch(WEAPON_SUPERPULEMET); + if gPlayerAction[p, ACTION_WEAP11] then plr.QueueWeaponSwitch(WEAPON_FLAMETHROWER); + + // HACK: add dynlight here + if gwin_k8_enable_light_experiments then + begin + if e_KeyPressed(IK_F8) and gGameOn and (not gConsoleShow) and (g_ActiveWindow = nil) then + begin + g_playerLight := true; + end; + if e_KeyPressed(IK_F9) and gGameOn and (not gConsoleShow) and (g_ActiveWindow = nil) then + begin + g_playerLight := false; + end; + end; + + if gwin_has_stencil and g_playerLight then g_AddDynLight(plr.GameX+32, plr.GameY+40, 128, 1, 1, 0, 0.6); +end; + procedure g_Game_Update(); var Msg: g_gui.TMessage; @@ -1850,8 +1947,10 @@ begin if gPlayer2 <> nil then gPlayer2.ReleaseKeys(); if (not gConsoleShow) and (not gChatShow) and (g_ActiveWindow = nil) then begin - processPlayerControls(gPlayer1, gGameControls.P1Control, P1MoveButton); - processPlayerControls(gPlayer2, gGameControls.P2Control, P2MoveButton, true); + //processPlayerControls(gPlayer1, gGameControls.P1Control, P1MoveButton); + //processPlayerControls(gPlayer2, gGameControls.P2Control, P2MoveButton, true); + ProcessPlayerControls2(gPlayer1, 0, P1MoveButton); + ProcessPlayerControls2(gPlayer2, 1, P2MoveButton); end // if not console else begin @@ -2184,6 +2283,9 @@ begin if g_Game_IsNet and g_Game_IsServer then MH_SEND_GameEvent(NET_EV_KILLCOMBO, gDelayedEvents[a].DENum); end; + DE_BODYKILL: + if gGameOn then + g_Game_Announce_BodyKill(gDelayedEvents[a].DENum); end; gDelayedEvents[a].Pending := False; end; @@ -2286,6 +2388,7 @@ begin g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_D', GameWAD+':TEXTURES\FLAGHUD_B_DROP'); g_Texture_CreateWADEx('TEXTURE_PLAYER_TALKBUBBLE', GameWAD+':TEXTURES\TALKBUBBLE'); g_Texture_CreateWADEx('TEXTURE_PLAYER_INVULPENTA', GameWAD+':TEXTURES\PENTA'); + g_Texture_CreateWADEx('TEXTURE_PLAYER_INDICATOR', GameWAD+':TEXTURES\PLRIND'); hasPBarGfx := true; if not g_Texture_CreateWADEx('UI_GFX_PBAR_LEFT', GameWAD+':TEXTURES\LLEFT') then hasPBarGfx := false; @@ -2318,12 +2421,14 @@ begin g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_BERSERK_DN', GameWAD+':WEAPONS\PUNCHB_DN', 64, 64, 4, False); g_Sound_CreateWADEx('SOUND_GAME_TELEPORT', GameWAD+':SOUNDS\TELEPORT'); g_Sound_CreateWADEx('SOUND_GAME_NOTELEPORT', GameWAD+':SOUNDS\NOTELEPORT'); + g_Sound_CreateWADEx('SOUND_GAME_SECRET', GameWAD+':SOUNDS\SECRET'); g_Sound_CreateWADEx('SOUND_GAME_DOOROPEN', GameWAD+':SOUNDS\DOOROPEN'); g_Sound_CreateWADEx('SOUND_GAME_DOORCLOSE', GameWAD+':SOUNDS\DOORCLOSE'); g_Sound_CreateWADEx('SOUND_GAME_BULK1', GameWAD+':SOUNDS\BULK1'); g_Sound_CreateWADEx('SOUND_GAME_BULK2', GameWAD+':SOUNDS\BULK2'); g_Sound_CreateWADEx('SOUND_GAME_BUBBLE1', GameWAD+':SOUNDS\BUBBLE1'); g_Sound_CreateWADEx('SOUND_GAME_BUBBLE2', GameWAD+':SOUNDS\BUBBLE2'); + g_Sound_CreateWADEx('SOUND_GAME_BURNING', GameWAD+':SOUNDS\BURNING'); g_Sound_CreateWADEx('SOUND_GAME_SWITCH1', GameWAD+':SOUNDS\SWITCH1'); g_Sound_CreateWADEx('SOUND_GAME_SWITCH0', GameWAD+':SOUNDS\SWITCH0'); g_Sound_CreateWADEx('SOUND_GAME_RADIO', GameWAD+':SOUNDS\RADIO'); @@ -2335,6 +2440,17 @@ begin g_Sound_CreateWADEx('SOUND_ANNOUNCER_KILL3X', GameWAD+':SOUNDS\KILL3X'); g_Sound_CreateWADEx('SOUND_ANNOUNCER_KILL4X', GameWAD+':SOUNDS\KILL4X'); g_Sound_CreateWADEx('SOUND_ANNOUNCER_KILLMX', GameWAD+':SOUNDS\KILLMX'); + g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA1', GameWAD+':SOUNDS\MUHAHA1'); + g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA2', GameWAD+':SOUNDS\MUHAHA2'); + g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA3', GameWAD+':SOUNDS\MUHAHA3'); + g_Sound_CreateWADEx('SOUND_CTF_GET1', GameWAD+':SOUNDS\GETFLAG1'); + g_Sound_CreateWADEx('SOUND_CTF_GET2', GameWAD+':SOUNDS\GETFLAG2'); + g_Sound_CreateWADEx('SOUND_CTF_LOST1', GameWAD+':SOUNDS\LOSTFLG1'); + g_Sound_CreateWADEx('SOUND_CTF_LOST2', GameWAD+':SOUNDS\LOSTFLG2'); + g_Sound_CreateWADEx('SOUND_CTF_RETURN1', GameWAD+':SOUNDS\RETFLAG1'); + g_Sound_CreateWADEx('SOUND_CTF_RETURN2', GameWAD+':SOUNDS\RETFLAG2'); + g_Sound_CreateWADEx('SOUND_CTF_CAPTURE1', GameWAD+':SOUNDS\CAPFLAG1'); + g_Sound_CreateWADEx('SOUND_CTF_CAPTURE2', GameWAD+':SOUNDS\CAPFLAG2'); goodsnd[0] := TPlayableSound.Create(); goodsnd[1] := TPlayableSound.Create(); @@ -2356,6 +2472,32 @@ begin killsnd[2].SetByName('SOUND_ANNOUNCER_KILL4X'); killsnd[3].SetByName('SOUND_ANNOUNCER_KILLMX'); + hahasnd[0] := TPlayableSound.Create(); + hahasnd[1] := TPlayableSound.Create(); + hahasnd[2] := TPlayableSound.Create(); + + hahasnd[0].SetByName('SOUND_ANNOUNCER_MUHAHA1'); + hahasnd[1].SetByName('SOUND_ANNOUNCER_MUHAHA2'); + hahasnd[2].SetByName('SOUND_ANNOUNCER_MUHAHA3'); + + sound_get_flag[0] := TPlayableSound.Create(); + sound_get_flag[1] := TPlayableSound.Create(); + sound_lost_flag[0] := TPlayableSound.Create(); + sound_lost_flag[1] := TPlayableSound.Create(); + sound_ret_flag[0] := TPlayableSound.Create(); + sound_ret_flag[1] := TPlayableSound.Create(); + sound_cap_flag[0] := TPlayableSound.Create(); + sound_cap_flag[1] := TPlayableSound.Create(); + + sound_get_flag[0].SetByName('SOUND_CTF_GET1'); + sound_get_flag[1].SetByName('SOUND_CTF_GET2'); + sound_lost_flag[0].SetByName('SOUND_CTF_LOST1'); + sound_lost_flag[1].SetByName('SOUND_CTF_LOST2'); + sound_ret_flag[0].SetByName('SOUND_CTF_RETURN1'); + sound_ret_flag[1].SetByName('SOUND_CTF_RETURN2'); + sound_cap_flag[0].SetByName('SOUND_CTF_CAPTURE1'); + sound_cap_flag[1].SetByName('SOUND_CTF_CAPTURE2'); + g_Game_LoadChatSounds(GameWAD+':CHATSND\SNDCFG'); g_Game_SetLoadingText(_lc[I_LOAD_ITEMS_DATA], 0, False); @@ -2400,12 +2542,14 @@ begin g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_DN'); g_Sound_Delete('SOUND_GAME_TELEPORT'); g_Sound_Delete('SOUND_GAME_NOTELEPORT'); + g_Sound_Delete('SOUND_GAME_SECRET'); g_Sound_Delete('SOUND_GAME_DOOROPEN'); g_Sound_Delete('SOUND_GAME_DOORCLOSE'); g_Sound_Delete('SOUND_GAME_BULK1'); g_Sound_Delete('SOUND_GAME_BULK2'); g_Sound_Delete('SOUND_GAME_BUBBLE1'); g_Sound_Delete('SOUND_GAME_BUBBLE2'); + g_Sound_Delete('SOUND_GAME_BURNING'); g_Sound_Delete('SOUND_GAME_SWITCH1'); g_Sound_Delete('SOUND_GAME_SWITCH0'); @@ -2429,6 +2573,32 @@ begin g_Sound_Delete('SOUND_ANNOUNCER_KILL4X'); g_Sound_Delete('SOUND_ANNOUNCER_KILLMX'); + hahasnd[0].Free(); + hahasnd[1].Free(); + hahasnd[2].Free(); + + g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA1'); + g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA2'); + g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA3'); + + sound_get_flag[0].Free(); + sound_get_flag[1].Free(); + sound_lost_flag[0].Free(); + sound_lost_flag[1].Free(); + sound_ret_flag[0].Free(); + sound_ret_flag[1].Free(); + sound_cap_flag[0].Free(); + sound_cap_flag[1].Free(); + + g_Sound_Delete('SOUND_CTF_GET1'); + g_Sound_Delete('SOUND_CTF_GET2'); + g_Sound_Delete('SOUND_CTF_LOST1'); + g_Sound_Delete('SOUND_CTF_LOST2'); + g_Sound_Delete('SOUND_CTF_RETURN1'); + g_Sound_Delete('SOUND_CTF_RETURN2'); + g_Sound_Delete('SOUND_CTF_CAPTURE1'); + g_Sound_Delete('SOUND_CTF_CAPTURE2'); + g_Game_FreeChatSounds(); DataLoaded := False; @@ -3007,10 +3177,10 @@ begin aY2 := aY + aY2 - 1; case LiftType of - 0: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 72, 36, 0); - 1: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 124, 96, 0); - 2: e_DrawFillQuad(aX, aY, aX2, aY2, 200, 80, 4, 0); - 3: e_DrawFillQuad(aX, aY, aX2, aY2, 252, 140, 56, 0); + LIFTTYPE_UP: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 72, 36, 0); + LIFTTYPE_DOWN: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 124, 96, 0); + LIFTTYPE_LEFT: e_DrawFillQuad(aX, aY, aX2, aY2, 200, 80, 4, 0); + LIFTTYPE_RIGHT: e_DrawFillQuad(aX, aY, aX2, aY2, 252, 140, 56, 0); end; end; end; @@ -3539,6 +3709,8 @@ begin renderMapInternal(-c, -d, true); + if (gGameSettings.GameMode <> GM_SINGLE) and gPlayerIndicator then + p.DrawIndicator(); if p.FSpectator then e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4, p.GameY + PLAYER_RECT_CY - 4, @@ -7313,6 +7485,25 @@ begin killsnd[n].Play(); end; +procedure g_Game_Announce_BodyKill(SpawnerUID: Word); +var + a: Integer; +begin + case gAnnouncer of + ANNOUNCE_NONE: + Exit; + ANNOUNCE_ME, + ANNOUNCE_MEPLUS: + if not g_Game_IsWatchedPlayer(SpawnerUID) then + Exit; + end; + for a := 0 to 2 do + if hahasnd[a].IsPlaying() then + Exit; + + hahasnd[Random(3)].Play(); +end; + procedure g_Game_StartVote(Command, Initiator: string); var Need: Integer;